I’m sure Arkane is very upset about the 5 people on the Playstation side who won’t be able to play their games anymore.
About as depressing as thinking about how all 3 people on the Xbox side were excited/cared about Arkane becoming an MS 1st party when MS bought Bethesda. Please play Arkane’s games
It doesn’t have to survive, it just needs to generate attention for a few hours and despite being dead wrong the person will gain a bigger fan base of people who want this to be true and will continue to believe that it is even after the retraction.
In 2012 they had just only announcement and some very early vision and conception for the project thanks to the original Cyberpunk 2020 board game with that CGI trailer released in January 2013 made by Platige Image.
Pre-production started after CDPR finished The Witcher 3: Wild Hunt – Blood and Wine in 2016 with ~50 developers. The whole project has been changed a few time during the development cycle. Also, on the worst thing was that one of the board members – Adam Badowski – interjected his two cents to the project and many things had to be re-worked. Not necessarily for good. Many Polish developers just left CDPR in the meantime and they filled up these spaces with Western developers with a bit different culture of life, culture of gaming, felling of pop culture, etc.
Also, in 2018 there were closed demo for the press which was completely fake. They’ve made it just to impress the people and to turn it up the hype train on the unimaginable scale. And that balloon burst half year ago. Cyberpunk 2077 shouldn’t be released in 2020, not even 2021, but in 2022. If they would keep the true roadmap of course.
In short… Too much ambition with completely development mess. Something that should be a lesson for every game development studios and publishers – from management, by lead developers, down to labour developers.
Mojang has ~600 people. I know that not everybody is a game developers, but I assume most of them are. I don’t get it why Minecraft Dungeons had just ~25 people in the core team and they also had to partner with external Double Eleven studio to make a console port. We had to wait for cross-play, cross-save, cross-progression from a few months to nearly a year after release.
They scrapped Super Dooper upgrade for Xbox One X for such a silly reasons and we still don’t have any specifics about some optimization for Xbox Series X|S.
What these people are doing at Mojang? They’re just mainly supporting marketplace and maintaining servers? I really don’t get it. Such a huge studio, with two development locations (Stockholm, Redmond), but we have to wait such a long time for anything.
Yes, yes. Bigger like ray tracing for Xbox Series X|S which we had heard about but no one had seen, like Yeti or Nessie. Or maybe they’re doing Minecraft Two
Xbox never has and never will get credit for doing what PlayStation never could. Regardless of what you think of The Last of US Part II, it has the benefit of targeting 30 FPS and solely pushing visual fidelity instead of having its development pipeline built around what was a toaster processor (which we’re still seeing to some degree even now). It has the benefit of peddling multiplayer as its own game 1-2 years later because nobody expects world class multiplayer components to ship with PlayStation’s games. Gears and Halo campaigns never get their dues as “single player experiences” because Xbox has the audacity to pump resources into offering more options to players with co-op built into the formula and design of those titles if you so choose to tap into them. PlayStation titles don’t have to worry about that. The standard for Xbox is so much higher, and nobody seems to acknowledge that, appreciate what they do nor respect it. Why did COVID impact Halo Infinite and not Ratchet and Clank? Oh gosh golly, I wonder why. It’s not like these are two games with entirely different scales and scopes.
Actually Microsoft already said Dolby Atmos • Vision are first to Xbox Series X|S console, so it was like different saying for some kind of timed exclusivity. Now we just know how long it’ll last.
Minecraft is one of the biggest games on the planet. Supporting this need lots of manpower. They also have to manage Merchandising, Minecraft Education and so on. The core dev team in Stockholm is rather small (less than 100 people). In Redmond they do the Bedrock stuff. The raytracing stuff should also be there (in some closet).
Mojang has always been what we in Sweden would call a “flum-studio”. Difficult to translate but think hipsters, hippies, goofy… That might have infected the whole studio overseas too